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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)SE
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2
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83
Joined
2 yr. ago

  • Do they still do takedowns for videos based on that content IDing if the video isn't even monetized in the first place?

    Like, I know youtubers who try to make money hate this, but what about youtubers who aren't in it for the money but just want to throw content on the platform? Can stuff like AMVs actually stay up?

    Because, frankly, I've found that it's been pretty easy to dodge YouTube ads, by means of uBlock Origin.

  • Any such verification depends on some other party to verify it. If the game requires online services, then the verification is dependent on the online services; the verification can't stand alone. But we already have existing systems for that without the need for NFTs.

    On the other hand, if the game is a standalone game that doesn't require connecting to online services, then if the game can be made to run on one computer it can be made to run on another computer. No matter how you choose to assign ownership, you can't get around this. Videogames are fundamentally data, and data can be copied.

    Besides...inventing a new NFT-based DRM? No matter how you do it, it's not going to be as convenient as simply not having DRM. A DRM-free game is one that anyone can just pick up and it'll work, too. You're proposing a "solution" that doesn't offer anything new, while opening up other cans of worms along the way.

    Also, we already have peer to peer game trades/sales anyway, and we've had these, long before NFTs were a thing.

  • Frankly speaking, it's not like anyone on the internet can tell the difference. And, at least speaking personally, it's not like I need to know. If they crack stuff well they crack stuff well. If their political views suck their political views suck. So be it.

  • Oh, I see. That's quite interesting. And I noticed that the Mac version is only split into 4 parts, with one clocking in at 11.6 GB (though others are capped at 4 GB).

    I'm very curious why these differences exist.

  • The fact that you have some sort of plan for managing your photos is one step ahead of me. I have no plans and my photos are a very messy collection.

    I would caution against using a flash drive (a.k.a. pen drive) for any permanent storage. I've had multiple flash drives fail on me. Usually it's this super cheap kind that gets distributed as branded swag, but I've had some others fail too.

  • one day the search bar showed back up even though I’ve told it many times to not have it.

    This sort of behavior (and other nastier things, such as introducing advertising for Microsoft services) is why I don't trust Windows Updates and am increasingly distrustful of Windows being a satisfactory operating system.

    Also I'd like it to be less bloated. Sure, fancy bells and whistles are nice to look at, but if I could make things look like Win98 again I totally would. I don't actually need things like transparency or 3D rotation/resizing effects.

  • Update: It looks like it's handling the offline installers in game-by-game batches. I told it to download the offline installer for a game that if I used browser I'd have to download two files; it shows as just one item and one download in the client, and I verified that it actually does give me both files.

  • In addition to installing and launching the games, there are cloud saves, achievements, time tracking, leaderboards for achievements (which integrates Steam achievements for anyone who's linked their Steam profile), overlay, some multiplayer stuff, and more. In this respect it has social features and game management features similar to what Steam has.

    GOG Galaxy is also meant to be a universal launcher so you can use "integrations" to have Galaxy launch other games through their respective clients and even have it close the client afterwards. You can also add your own independently-installed games, as long as they show up in a database of games that they use (I dunno where it's from but these days it has pretty much everything I've looked for, aside from romhacks, but for that matter, I'm pretty sure you could make it launch any executable with any label and Galaxy wouldn't question you). That said, I'm used to just launching things from game executables directly so I don't use it for this anyway lol.

    Also Galaxy offers more flexibility with managing game installs than the Steam client does. For one, you can set the install directory to anywhere, rather than being locked in Steam\steamapps\common\gamename. And pretty importantly IMO, there's an easily accessible (though non-default, which is fine IMO) option to tell the game to not update, and the Galaxy client won't try to force you to update (unlike the Steam client). (EDIT: there's also a universal default for whether to auto-update games, in addition to per-game settings.) On top of this Galaxy also has more UI options than Steam does, e.g. having a List View option (which Steam unceremoniously junked several years ago in favor of their current mess).

    I'm actually about to check out its ability to download standalone installers. I started a couple very big game downloads last night on my browser and they failed so I'm gonna see if the client can do better with stuff like resuming downloads.

  • Hmm, seems like this is really might be getting to a point where non-viable instances are the exception rather than the rule. At least, I hope that's the case these days.

    I'm too busy to switch to Linux at the moment but if I have to it's definitely an option I'm making back-burner plans for.

  • Back when Mastodon was more in the news I told various friend groups to jump on it. I wrote up guides for them too. They largely didn't, and some of them even got annoyed at me.

    Nowadays I see they're still somewhat mostly using Twitter though some of them have started to slowly warm up to Bluesky. Sigh.

  • But anything that exists as digital data can be copied. The same applies to NFTs. Make an NFT image or game or whatever, and it can be copied by whoever has access to it. The only way to prevent such copying is to not release it at all.

    The only stipulation is that copies made without authorization of whoever holds the rights to it would not be "official" instances of the thing, and there are potential copyright restrictions on the use of such copies...but that's using NFTs to justify copyright law, and aside from "lol copyright", legal of ownership of an NFT is even more of a mess than traditional legal ownership of an IP.

  • I know some people (albeit mainly writers of gaming-related and gaming-adjacent works) use itch.io for this, because it has a built-in ability to let people pay what they want with a minimum amount to get the product.

    Edit: Now that I think about it I've seen comics there too.